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Side by Side Diff: samples/simplegl/web/raytrace.dart

Issue 11883013: Refactored OpenGL embedder that works on Android, Mac or Linux. (Closed) Base URL: http://dart.googlecode.com/svn/branches/bleeding_edge/dart/
Patch Set: Created 7 years, 11 months ago
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1 // Copyright (c) 2012, the Dart project authors. Please see the AUTHORS file 1 // Copyright (c) 2012, the Dart project authors. Please see the AUTHORS file
2 // for details. All rights reserved. Use of this source code is governed by a 2 // for details. All rights reserved. Use of this source code is governed by a
3 // BSD-style license that can be found in the LICENSE file. 3 // BSD-style license that can be found in the LICENSE file.
4 // 4 //
5 // This sample is based upon the Ray Tracer sample by Jonas Sicking at: 5 // This sample is based upon the Ray Tracer sample by Jonas Sicking at:
6 // http://www.khronos.org/webgl/wiki/Demo_Repository 6 // http://www.khronos.org/webgl/wiki/Demo_Repository
7 7
8 /** 8 /**
9 * A sample GL application. 9 * A sample GL application.
10 */ 10 */
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164 var shaderProgram; 164 var shaderProgram;
165 var aVertexPosition; 165 var aVertexPosition;
166 var aPlotPosition; 166 var aPlotPosition;
167 var cameraPos; 167 var cameraPos;
168 var sphere1Center; 168 var sphere1Center;
169 var sphere2Center; 169 var sphere2Center;
170 var sphere3Center; 170 var sphere3Center;
171 var ratio; 171 var ratio;
172 172
173 void initShaders() { 173 void initShaders() {
174 var vertexShader = loadShader(WebGLRenderingContext.VERTEX_SHADER, VERTEX_PROG RAM); 174 var vertexShader = loadShader(WebGLRenderingContext.VERTEX_SHADER,
175 var fragmentShader = loadShader(WebGLRenderingContext.FRAGMENT_SHADER, FRAGMEN T_PROGRAM); 175 VERTEX_PROGRAM);
176 var fragmentShader = loadShader(WebGLRenderingContext.FRAGMENT_SHADER,
177 FRAGMENT_PROGRAM);
176 178
177 shaderProgram = gl.createProgram(); 179 shaderProgram = gl.createProgram();
178 if (shaderProgram == 0) { 180 if (shaderProgram == 0) {
179 throw new Exception("Could not create program."); 181 throw new Exception("Could not create program.");
180 } 182 }
181 183
182 gl.attachShader(shaderProgram, vertexShader); 184 gl.attachShader(shaderProgram, vertexShader);
183 gl.attachShader(shaderProgram, fragmentShader); 185 gl.attachShader(shaderProgram, fragmentShader);
184 gl.linkProgram(shaderProgram); 186 gl.linkProgram(shaderProgram);
185 187
186 if (gl.getProgramParameter(shaderProgram, WebGLRenderingContext.LINK_STATUS) ! = true) { 188 if (gl.getProgramParameter(shaderProgram, WebGLRenderingContext.LINK_STATUS) ! = true) {
187 final error = gl.getProgramInfoLog(shaderProgram); 189 final error = gl.getProgramInfoLog(shaderProgram);
188 throw new Exception("Program compilation error: $error"); 190 throw new Exception("Program compilation error: $error");
189 } 191 }
190 192
191 gl.useProgram(shaderProgram); 193 gl.useProgram(shaderProgram);
192 194
193 aVertexPosition = gl.getAttribLocation(shaderProgram, "aVertexPosition"); 195 aVertexPosition = gl.getAttribLocation(shaderProgram, "aVertexPosition");
194 gl.enableVertexAttribArray(aVertexPosition); 196 gl.enableVertexAttribArray(aVertexPosition);
195 197
196 aPlotPosition = gl.getAttribLocation(shaderProgram, "aPlotPosition"); 198 aPlotPosition = gl.getAttribLocation(shaderProgram, "aPlotPosition");
197 gl.enableVertexAttribArray(aPlotPosition); 199 gl.enableVertexAttribArray(aPlotPosition);
198 200
199 cameraPos = gl.getUniformLocation(shaderProgram, "cameraPos"); 201 cameraPos = gl.getUniformLocation(shaderProgram, "cameraPos");
200 sphere1Center = gl.getUniformLocation(shaderProgram, "sphere1Center"); 202 sphere1Center = gl.getUniformLocation(shaderProgram, "sphere1Center");
201 sphere2Center = gl.getUniformLocation(shaderProgram, "sphere2Center"); 203 sphere2Center = gl.getUniformLocation(shaderProgram, "sphere2Center");
202 sphere3Center = gl.getUniformLocation(shaderProgram, "sphere3Center"); 204 sphere3Center = gl.getUniformLocation(shaderProgram, "sphere3Center");
203 } 205 }
204 206
207 // TODO(gram): This should go away at some point. For now it is a kludge to allo w
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208 // use to run same .dart file with WebGL and natively; the WebGL version will
209 // set this to (a) => new Float32Array.fromList(a).
210 var wrapVertexArray = false;
211
212 wrapVertices(a) => wrapVertexArray ? (new Float32Array.fromList(a)) : a;
213
205 void initBuffers() { 214 void initBuffers() {
206 var vertexPositionBuffer = gl.createBuffer(); 215 var vertexPositionBuffer = gl.createBuffer();
207 gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, vertexPositionBuffer); 216 gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, vertexPositionBuffer);
208 var vertices = [ 217 var vertices = [
209 1.0, 1.0, 218 1.0, 1.0,
210 -1.0, 1.0, 219 -1.0, 1.0,
211 1.0, -1.0, 220 1.0, -1.0,
212 -1.0, -1.0, 221 -1.0, -1.0,
213 ]; 222 ];
214 223
215 gl.bufferData(WebGLRenderingContext.ARRAY_BUFFER, new Float32Array.fromList(ve rtices), WebGLRenderingContext.STATIC_DRAW); 224 gl.bufferData(WebGLRenderingContext.ARRAY_BUFFER, wrapVertices(vertices),
216 gl.vertexAttribPointer(aVertexPosition, 2, WebGLRenderingContext.FLOAT, false, 0, 0); 225 WebGLRenderingContext.STATIC_DRAW);
226 gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, vertexPositionBuffer);
227 gl.vertexAttribPointer(aVertexPosition, 2, WebGLRenderingContext.FLOAT,
228 false,0, 0);
217 229
218 var plotPositionBuffer = gl.createBuffer(); 230 var plotPositionBuffer = gl.createBuffer();
219 gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, plotPositionBuffer); 231 gl.bindBuffer(WebGLRenderingContext.ARRAY_BUFFER, plotPositionBuffer);
220 gl.vertexAttribPointer(aPlotPosition, 3, WebGLRenderingContext.FLOAT, false, 0 , 0); 232 gl.vertexAttribPointer(aPlotPosition, 3, WebGLRenderingContext.FLOAT,
233 false, 0, 0);
221 } 234 }
222 235
223 class Vector { 236 class Vector {
224 var x; 237 var x;
225 var y; 238 var y;
226 var z; 239 var z;
227
228 Vector(this.x, this.y, this.z); 240 Vector(this.x, this.y, this.z);
229 } 241 }
230 242
243 // TODO(gram): This should be using vector_math.
231 crossProd(v1, v2) => 244 crossProd(v1, v2) =>
232 new Vector(v1.y*v2.z - v2.y*v1.z, 245 new Vector(v1.y*v2.z - v2.y*v1.z,
233 v1.z*v2.x - v2.z*v1.x, 246 v1.z*v2.x - v2.z*v1.x,
234 v1.x*v2.y - v2.x*v1.y); 247 v1.x*v2.y - v2.x*v1.y);
235 248
236 Vector normalize(v) { 249 Vector normalize(v) {
237 var l = 1 / Math.sqrt(v.x*v.x + v.y*v.y + v.z*v.z); 250 var l = 1 / Math.sqrt(v.x*v.x + v.y*v.y + v.z*v.z);
238 return new Vector( v.x*l, v.y*l, v.z*l ); 251 return new Vector( v.x*l, v.y*l, v.z*l );
239 } 252 }
240 253
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278 // cameraCenter + cameraUp + cameraLeft * ratio 291 // cameraCenter + cameraUp + cameraLeft * ratio
279 var cameraTopLeft = vectAdd(vectAdd(cameraCenter, cameraUp), 292 var cameraTopLeft = vectAdd(vectAdd(cameraCenter, cameraUp),
280 vectMul(cameraLeft, ratio)); 293 vectMul(cameraLeft, ratio));
281 var cameraBotLeft = vectAdd(vectSub(cameraCenter, cameraUp), 294 var cameraBotLeft = vectAdd(vectSub(cameraCenter, cameraUp),
282 vectMul(cameraLeft, ratio)); 295 vectMul(cameraLeft, ratio));
283 var cameraTopRight = vectSub(vectAdd(cameraCenter, cameraUp), 296 var cameraTopRight = vectSub(vectAdd(cameraCenter, cameraUp),
284 vectMul(cameraLeft, ratio)); 297 vectMul(cameraLeft, ratio));
285 var cameraBotRight = vectSub(vectSub(cameraCenter, cameraUp), 298 var cameraBotRight = vectSub(vectSub(cameraCenter, cameraUp),
286 vectMul(cameraLeft, ratio)); 299 vectMul(cameraLeft, ratio));
287 300
288 // corners = [1.2, 1, -12, -1.2, 1, -12, 1.2, -1, -12, -1.2, -1, -12];
289 var corners = []; 301 var corners = [];
290 pushVec(cameraTopRight, corners); 302 pushVec(cameraTopRight, corners);
291 pushVec(cameraTopLeft, corners); 303 pushVec(cameraTopLeft, corners);
292 pushVec(cameraBotRight, corners); 304 pushVec(cameraBotRight, corners);
293 pushVec(cameraBotLeft, corners); 305 pushVec(cameraBotLeft, corners);
294 var cornersArray = new Float32Array.fromList(corners); 306
295 gl.bufferData(WebGLRenderingContext.ARRAY_BUFFER, cornersArray, 307 gl.bufferData(WebGLRenderingContext.ARRAY_BUFFER, wrapVertices(corners),
296 WebGLRenderingContext.STATIC_DRAW); 308 WebGLRenderingContext.STATIC_DRAW);
297 309
298 gl.uniform3f(cameraPos, cameraFrom.x, cameraFrom.y, cameraFrom.z); 310 gl.uniform3f(cameraPos, cameraFrom.x, cameraFrom.y, cameraFrom.z);
299 gl.uniform3f(sphere1Center, x1, y1, z1); 311 gl.uniform3f(sphere1Center, x1, y1, z1);
300 gl.uniform3f(sphere2Center, x2, y2, z2); 312 gl.uniform3f(sphere2Center, x2, y2, z2);
301 gl.uniform3f(sphere3Center, x3, y3, z3); 313 gl.uniform3f(sphere3Center, x3, y3, z3);
302 314
303 gl.drawArrays(WebGLRenderingContext.TRIANGLE_STRIP, 0, 4); 315 gl.drawArrays(WebGLRenderingContext.TRIANGLE_STRIP, 0, 4);
304 316
305 t += 0.03; 317 t += 0.03;
306 if (t > Math.PI * 200) { 318 if (t > Math.PI * 200) {
307 t -= Math.PI * 200; 319 t -= Math.PI * 200;
308 } 320 }
309 } 321 }
310 322
311 void setup() { 323 void setup(int width, int height) {
312 initShaders(); 324 initShaders();
313 gl.clearColor(0.0, 0.0, 0.0, 1.0); 325 gl.clearColor(0.0, 0.0, 0.0, 1.0);
314 gl.clearDepth(1.0); 326 gl.clearDepth(1.0);
315 initBuffers(); 327 initBuffers();
328 resize(width, height);
316 } 329 }
317 330
318 void resize(int width, int height) { 331 void resize(int width, int height) {
319 ratio = width / height; 332 ratio = width / height;
320 gl.viewport(0, 0, width, height); 333 gl.viewport(0, 0, width, height);
321 t -= 0.03; 334 t -= 0.03;
322 drawScene(); 335 drawScene();
323 } 336 }
324 337
325 void draw() { 338 void update() {
326 drawScene(); 339 drawScene();
327 } 340 }
341
342 /*
343 onMotionDown(num when, num x, num y) {}
344 onMotionUp(num when, num x, num y) {}
345 onMotionMove(num when, num x, num y) {}
346 onMotionCancel(num when, num x, num y) {}
347 onMotionOutside(num when, num x, num y) {}
348 onMotionPointerDown(num when, num x, num y) {}
349 onMotionPointerUp(num when, num x, num y) {}
350 onKeyDown(num when, int flags, int keycode, int metastate, int repeat) {}
351 onKeyUp(num when, int flags, int keycode, int metastate, int repeat) {}
352 onKeyMultiple(num when, int flags, int keycode, int metastate, int repeat) {
353 }
354 */
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